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Question by Cookiemonster04 · Sep 19, 2018 at 12:14 AM · c#2dphysics

How to move a GameObject around with physics

Hello I have a gameobject that has a Rigidbody2D on it & im also able to move my gameobject around with mouse & touch

 private Vector3 offset;

 void Update ()
 {
     offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
 }

 void onMouseDrag()
 {
     Vector3 newPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0);
     transform.position = Camera.main.ScreenToWorldPoint(newPosition) + offset;
 }

but I want to be able to basically throw the game object around the screen (2D) but when I let go of the gameobject it just falls cause gravity is at 1

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Answer by jandd661 · Sep 19, 2018 at 01:29 AM

Start here:

https://unity3d.com/learn/tutorials/topics/2d-game-creation/rigidbody-2d

Then go here:

https://docs.unity3d.com/Manual/class-Rigidbody2D.html https://docs.unity3d.com/ScriptReference/Rigidbody2D.html

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Answer by CherryPicker · Sep 19, 2018 at 10:43 AM

My guess would be to measure the distance between when you click and when you let off the mouse and divide by time to get force.

So in pseudo-code it would be something like this

 float timeHolding;
 Vector2 startPosition;
 Vector2 endPosition;
 float forceToAdd;

 onClick()
 {
     Time.StartCounting();
     startPosition = yourObject.transform.position;
 }
 
 onMouseOff()
 {
      timeHolding = Time.StopCounting()  [get the time spent while holding]
      Vector2 endPosition = yourObject.transform.position;
      forceToAdd =((endPosition.x - startPosition.x) + (endPosition.y - startPosition.y)) / time;
      yourObject.RigidBody2D.addForce
           (new Vector2(endPosition.x - startPosition.x, endPosition.y - startPosition.y), forceToAdd);
 }

Or something like that I imagine.

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